using Boo.Lang;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.CompilerServices;
using UnityEngine;

[Serializable]
public class aftercd : MonoBehaviour
{
	[Serializable]
	[CompilerGenerated]
	internal sealed class _0024s_0024225 : GenericGenerator<WaitForSeconds>
	{
		internal aftercd _0024self__0024227;

		public _0024s_0024225(aftercd self_)
		{
			_0024self__0024227 = self_;
		}

		public override IEnumerator<WaitForSeconds> GetEnumerator()
		{
			return new _0024(_0024self__0024227);
		}
	}

	[Serializable]
	[CompilerGenerated]
	internal sealed class _0024r_0024228 : GenericGenerator<WaitForSeconds>
	{
		internal aftercd _0024self__0024230;

		public _0024r_0024228(aftercd self_)
		{
			_0024self__0024230 = self_;
		}

		public override IEnumerator<WaitForSeconds> GetEnumerator()
		{
			return new _0024(_0024self__0024230);
		}
	}

	public bool twoplayer;

	public Rigidbody launcher;

	public Rigidbody bey1;

	public Rigidbody bey2;

	public Rigidbody bey3;

	public Rigidbody bey4;

	public spin bey11;

	public spin bey21;

	public spin bey31;

	public spin bey41;

	public void Start()
	{
		bey1.Sleep();
		bey2.Sleep();
		StartCoroutine(s());
		StartCoroutine(r());
		if (!twoplayer)
		{
			bey3.Sleep();
			bey4.Sleep();
		}
	}

	public IEnumerator s()
	{
		return new _0024s_0024225(this).GetEnumerator();
	}

	public IEnumerator r()
	{
		return new _0024r_0024228(this).GetEnumerator();
	}

	public void Main()
	{
	}
}
